Kuo-Toa
Kuo-Toa
Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Armor Class | 13 (natural armor, shield) | ||
---|---|---|---|
Hit Points | 4d8 | ||
Speed | 30ft. | Swim 30ft. | |
Strength | 13 (+1) | ||
Dexterity | 10 (+0) | ||
Constitution | 11 (+0) | ||
Intelligence | 11 (+0) | ||
Wisdom | 10 (+0) | ||
Charisma | 8 (- 1) | ||
Skills | Perception d20+4 | ||
Senses | Darkvision 120 ft. | Passive Perception 14 | |
Languages | Undercommon | ||
Challenge | 1/4 (50 XP) | ||
Special 1 | Amphibious | The Kuo-toa can breathe air and water | |
Special 2 | Otherworldly Perception | The Kuo-toa can sense the presence of any creature | within 30 feet of it that is invisible |
or on the Ethereal Realm. | It can pinpoint such a creature that is moving | ||
Special 3 | Slippery | The Kuo-toa has an advantage on ability checks | and saving throws made to escape a grapple |
Special 4 | Sunlight Sensitivity | While in sunlight, the Kuo-toa has a disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Action 1 | Bite | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d4+1 piercing damage | ||
Action 2 | Spear | Melee or Ranged Weapon Attack | d20+3 to hit |
Reach 5 ft. or range 20f60 ft., one target | Hit 1d6+1 piercing damage, | or 1d8+1 piercing damage if used with two hands to make a melee attack | |
Action 3 | Net | Ranged Weapon Attack | d20+3 to hit |
Range 5/15 ft., one Large or smaller creature | Hit: The target is restrained. | A creature can use its action to make | a DC 10 Strength check to free itself |
or another creature in a net, | ending the effect on a success. | Dealing 5 slashing damage to the net (AC 10) frees | the target without harming it and destroys the net |
Reaction | Sticky Shield | When a creature misses the Kuo-toa with a melee weapon attack, | the Kuo-toa uses its sticky shield to catch the weapon. |
The attacker must succeed on a DC 11 Strength saving throw, | or the weapon becomes stuck to the Kuo-toa's shield. | If the weapon's wielder can't or won't let go of the weapon, | the wielder is grappled while the weapon is stuck. |
While stuck, the weapon can't be used. | A creature can pull the weapon free by taking | an action to make a DC 11 Strength check and succeeding |
Kuo-Toa Archpriest
Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Armor Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 13d8+39 | ||
Speed | 30ft. | Swim 30ft. | |
Strength | 16 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 13 (+1) | ||
Wisdom | 16 (+3) | ||
Charisma | 14 (+2) | ||
Skills | Perception d20+9 | Religion d20+6 | |
Senses | Darkvision 120ft. | Passive Perception 19 | |
Languages | Undercommon | ||
Challenge | 6 (2.300 XP) | ||
Special 1 | Amphibious | The Kuo-toa can breathe air and water | |
Special 2 | Otherworldly Perception | The Kuo-toa can sense the presence of any creature | within 30 feet of it that is invisible |
or on the Ethereal Realm. | It can pinpoint such a creature that is moving | ||
Special 3 | Slippery | The Kuo-toa has an advantage on ability checks | and saving throws made to escape a grapple |
Special 4 | Sunlight Sensitivity | While in sunlight, the Kuo-toa has a | disadvantage on attack rolls, as well as on |
Wisdom (Perception) checks that rely on sight | |||
Special 5 | Spellcasting | The Kuo-toa is a 10th-level spell caster. | Its spellcasting ability is Wisdom |
(spell save DC 14, d20+6 to hit with spell attacks). | The Kuo-toa has the following cleric spells prepared: | ||
Spells 1 | Cantrips (at will) | Guidance | Sacred flame |
Thaumaturgy | |||
Spells 2 | 1st level (4 slots) | Detect magic | Sanctuary |
Shield of faith | |||
Spells 3 | 2nd level (3 slots) | Hold person | Spiritual weapon |
Spells 4 | 3rd level (3 slots) | Spirit guardians | Tongues |
Spells 5 | 4th level (3 slots) | Control water | Divination |
Spells 6 | 5th level (2 slots) | Mass cure wounds | Scrying |
Action 1 | Multiattack | The Kuo-toa makes two melee attacks | |
Action 2 | Scepter | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+3 bludgeoning damage | plus 4d6 lightning damage | |
Action 3 | Unarmed Strike | Melee Weapon Attack d20+6 to hit | Reach 5 ft., one target |
Hit 1d4+2 bludgeoning damage |
Kuo-Toa Whip
Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Armor Class | 11 (natural armor) | ||
---|---|---|---|
Hit Points | 10d8+20 | ||
Speed | 30ft. | Swim 30 ft. | |
Strength | 14 (+2) | ||
Dexterity | 10 (+0) | ||
Constitution | 14 (+2) | ||
Intelligence | 12 (+1) | ||
Wisdom | 14 (+2) | ||
Charisma | 11 (+0) | ||
Skills | Perception d20+6 | Religion d20+4 | |
Senses | Darkvision 120 ft. | Passive Perception 16 | |
Languages | Undercommon | ||
Challenge | 1 (200 XP) | ||
Special 1 | Amphibious | The Kuo-toa can breathe air and water | |
Special 2 | Otherworldly Perception | The Kuo-toa can sense the presence of any creature | within 30 feet of it that is invisible |
or on the Ethereal Realm. | It can pinpoint such a creature that is moving | ||
Special 3 | Slippery | The Kuo-toa has an advantage on ability checks | and saving throws made to escape a grapple |
Special 4 | Sunlight Sensitivity | While in sunlight, the Kuo-toa has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 5 | Spellcasting | The Kuo-toa is a 2nd-level spellcaster | Its spellcasting ability is Wisdom |
(spell save DC 12, d20+4 to hit with spell attacks). | The Kuo-toa has the following cleric spells prepared | ||
Spells 1 | Cantrips (at will) | Sacred flame | Thaumaturgy |
Spells 2 | 1st level (3 slots) | Bane | Shield of faith |
Action 1 | Multiattack | The Kuo-toa makes two attacks: | one with its bite and one with its pincer staff |
Action 2 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 piercing damage | ||
Action 3 | Pincer Staff | Melee Weapon Attack | d20+4 to hit |
Reach 10ft., one target | Hit 1d6+2 piercing damage. | If the target is a Medium or smaller creature, | it is grappled (escape DC 14). |
Until this grapple ends, the Kuo-toa can't | use its pincer staff on another target |
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